Shalelu Andosana

Faen Cymbril's page

11 posts. Alias of Spazmodeus.


About Faen Cymbril

Faen Cymbril,an adult Tireless Sylvan Elf Druid who hates Hastians
Sylvan Elf

Female, Fey
Size: M
Age: 152
Hook: who hates Hastians!!!
Trait: Tireless; Faen is immune to the Fatigued condition.

Derived Stats
Health (4d6 + 3d6): 25
SPEED (2 +3 ): 5
CLIMB : 5
Jump: Horizonal : 16, Vertical: 3
Carry: 140, max lift: 150lbs
Initiative: 3
Melee Defense: 3
Ranged Defense: 3
Mental Defense: 3
Vital Defense: 4

Attributes
STR 2d6 3
AGI 3d6 3 + 3 + 1 + 1 = 8
END 4d6 3 + 2 + 2 + 1 + 1 + 1 + 1 = 11
INT 3d6 3 + 1 + 1 + 1 + 1 + 1 = 8
LOG 2d6 3
WIL 3d6 3 + 1 + 1 + 1 + 1 = 7
CHA 2d6 3
LUC 2d6 3 + 1 = 4
REP 2d6 3

MAG 2d6 0 + 2 + 1 + 1 = 4

Skills
nature
bows
Magic:movement
tracking
survival
staves
Magic:Evoke
[crafting]
herbalism
swords
stealth
sailing
navigation

Exploits

Agile : Sylvan Elves are noted for dexterity. With new career can take AGI instead of other attribute increase, if not a duplicate
Fey: considered to be Fey
Healthy: immune to illness and disease oof a non-magical nature
Nature Affinity: can communicate with animals, does not grant intelligence
Longevity: multiply career lengths by 4
Trance: does not need sleep. Instead meditate, but not necessary.
Tree-Dweller: Climb speed = regular speed
Unimpeded: not affected or slowed by difficult terrain
Wanderer: +1 to travel score at start of each day
Elemental Druid: secrets of Air and Earth
Nature Priest: secrets of beasts and plants
Natures Camouflage: Faen can camouflage Faen herself to become effectively invisible at a distance of 30' or greater. Faen may only move at half SPEED while camouflaged, and any attack ends the effect for anybody within sight.
Lookout : Crow's nest duty is a mandatory part of a sailor's life. Faen gain +1d6 to perception checks.
Traveller: Faen are skilled at wilderness travel, at home under the open sky. Faen increase the travel increment of a group Faen lead by one day. Faen may take this exploit multiple times, increasing the travel increment by one day each time.
Focus: If Faen spend one action focusing, Faen gain +1d6 to a spell cast in the same round.

Gear
Money: 10 cp (4cp = 1 sp - 20sp = 1 gp )

Armor: padded

Weapons:
dagger Damage: 1d6+3 Type:piercing Size: T Weight:1 Thrown (3)
spear Damage: 2d6+3 Type: piercing Size: M Weight:6 Thrown (6)

gone for good?:

Shortbow Damage : 1d6+2 Type: Piercing Range Inc: 12 Cost: 25 Size: M Weight: 3

Boarding Axe Damage: 2d6 Type: Slashing Cost: 9 Size: M Weight: 4, Close-Quarters +1d6 vs foes in same square
Rapier (high quality) Damage: 2d6+1d6 Type:Piercing Cost: 20 Size:M Weight: 3 +1 Melee Defense, +1 Initiative

Clothing cost 1 weight:4
flint and steel cost:1 Weight:0.5
whetstone cost .5 weight 1
pouch cost 1 weight 0.5

Back ground

Faen grew up in the wilds of The Altwidus (old forest) north of the City-state. Faen's group travelled from place to place, not only looking for food
and resources but also to throw off the City-state's recruiters and inquisitors. Following the "Old Gods", Faen and her tribe had turned away from the Hastian faith.
During Faen's wanderings, it was discovered that Faen had the potential to become a priest of the "Old Faith".
During the next 5 years, Faen were taught the ways of the wild by the group of Druids who had taken Faen in.
Each had a special part to play in the cycle of Faen's training. Gruff Thomas, the human taught Faen how to defend herself
and survive the harshness of the wilds; young Aeloft the sylvan elf showed Faen the importance of the many plants and minerals
found in the wilds, and finally, little Rose the smallfolk from the far-off island of Dara educated Faen
on the helpfulness of the local fauna and how even the smallest of creatures can teach Faen something.
After these 5 years of intensive study, Faen was off on her own to further her education in whatever direction it took her.
The last year living on her own in the forest has taught many things. Faen looked forward to going back to the others and showing them how much she has
grown in the knowledge of the wilds, but stop short when Faen sees smoke on the horizon.
Fearing the worst, Faen rush to the small enclave that had been the meeting place for the followers of the Old Faith,
only to arrive to see ruin and death. It is clear the Inquisition found the compound, as their symbols and the stink of their
incense permeate the area. Faen see those very same teachers Faen wished to impress lying dead on the ground,
their bodies hacked and desecrated. Faen is almost overcome with emotion when Faen hears a noise.
Both fearing and hoping it is the Inquisition, Faen prepare to meet her doom, but is surprised to see it is only a forest
fox nosing around the clearing...but it seems to be doing more than just wandering aimlessly.
It seems to be trying to catch Faen's attention by acting in an odd way that only someone who had studied the ways of the
forest fauna would understand. Faen follow close behind the fox as it takes Faen out of the compound and into a small
sheltered dell. There Faen find one of Faen's teachers still alive but badly wounded. Thomas, the gruff but kindly keeper of survival
knowledge had crawled here after being stabbed. The tough old bird was able to bind the wound and use a variety of herbs to make a
poultice that has kept him alive this long. Now that Faen are here, he sighs with relief and slips off into a deep healing slumber.
Over the next few months, Thomas tells Faen of the attack and his desire to strike back at the Hestian Church.

It has been a long 6 years since Faen discovered Faen's Druidic enclave destroyed and one of Faen's mentors, Thomas, near death.
HIs healing took time, but the stronger he got, the greater his hatred for the Hestian church and in particular, their inquisitors.

Faen took to the ancient forest and began hunting those who did not belong.
The common folk Faen left alone, but any 'recruiters' or troops from the city-states to the south were harried and if
they fought back, destroyed. It started small with the beating of several 'press-gangs' operating in the scattered
villages on the forest's eves, but soon troops were dispatched to ferret out Faen's group. Once the troops began to run
into Faen's 'nature' magic, the church dispatched the inquisition. It was only by sheer numbers that they have pushed Faen
and her group easterly to the frigid coast and now, in desperation, Faen , Thomas and a select few have stayed behind to slow the
relentless pursuit of the church and city-state soldiers. Once this final ambush is done, Faen retreats back to a waiting sealer's
boat waiting for Faen on the barren shore of the Zyndyr Zee.
Faen's narrow escape from the clutches of the church sent Faen off on a 6-year odyssey, travelling the many small coastal villages both
north and south of The Barrier Peaks (Holoth-Ram). In that time Faen travelled on a number of different vessels, from Barq's and Kogs out
of Rinthungi ports, to the great dhows of Ankhu and the schooners of the Darini.

Progression
Race
Sylvan Elf, AGI +3, END +2 , MAG +2
Skills: nature, bows, [magical]
Exploits: all

Origin
Nomad 15 x 4 years = 60
INT +1, END +2, WIL +1
skills: tracking , survival
exploit: Wanderer

Career 1
Druid 20 years
INT +1, WIL +1, END +1 , MAG +1
skills: staves, [magical]
exploit:Elemental Druid ( secrets of Air and Earth )

Career 2
Druid 24 years
INT +1, WIL +1, END +1 , MAG +1
skills: [crafting], herbalism
exploit: Nature Priest, secrets of beasts and plants

Career 3
Ranger 24 years
AGI + 1, INT +1, END + 1, WIL + 1
skills: swords, steath
exploit: Natures Camoflage

Career 4
Sailor 24 years
AGI +1 , INT +1, LUC +1, END +1
skills: sailing, leadership
exploit: sea legs

Extra Exploit: Traveller ( from Ranger )